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96 lines
2.7 KiB
C++
96 lines
2.7 KiB
C++
/*
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* CMusicHandler.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "CAudioBase.h"
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#include "IMusicPlayer.h"
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#include "../lib/CConfigHandler.h"
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struct _Mix_Music;
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using Mix_Music = struct _Mix_Music;
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class CMusicHandler;
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//Class for handling one music file
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class MusicEntry : boost::noncopyable
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{
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CMusicHandler * owner;
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Mix_Music * music;
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//if not null - set from which music will be randomly selected
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std::string setName;
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AudioPath currentName;
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uint32_t startTime;
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uint32_t startPosition;
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int loop; // -1 = indefinite
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bool fromStart;
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bool playing;
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void load(const AudioPath & musicURI);
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public:
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MusicEntry(CMusicHandler * owner, std::string setName, const AudioPath & musicURI, bool looped, bool fromStart);
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~MusicEntry();
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bool isSet(const std::string & setName);
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bool isTrack(const AudioPath & trackName);
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bool isPlaying() const;
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bool play();
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bool stop(int fade_ms = 0);
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};
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class CMusicHandler final : public CAudioBase, public IMusicPlayer
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{
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private:
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//update volume on configuration change
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SettingsListener listener;
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void onVolumeChange(const JsonNode & volumeNode);
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std::unique_ptr<MusicEntry> current;
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std::unique_ptr<MusicEntry> next;
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boost::mutex mutex;
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int volume = 0; // from 0 (mute) to 100
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void queueNext(CMusicHandler * owner, const std::string & setName, const AudioPath & musicURI, bool looped, bool fromStart);
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void queueNext(std::unique_ptr<MusicEntry> queued);
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void musicFinishedCallback() final;
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/// map <set name> -> <list of URI's to tracks belonging to the said set>
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std::map<std::string, std::vector<AudioPath>> musicsSet;
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/// stored position, in seconds at which music player should resume playing this track
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std::map<AudioPath, float> trackPositions;
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public:
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CMusicHandler();
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~CMusicHandler();
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/// add entry with URI musicURI in set. Track will have ID musicID
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void addEntryToSet(const std::string & set, const AudioPath & musicURI);
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void loadTerrainMusicThemes() final;
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void setVolume(ui32 percent) final;
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ui32 getVolume() const final;
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/// play track by URI, if loop = true music will be looped
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void playMusic(const AudioPath & musicURI, bool loop, bool fromStart) final;
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/// play random track from this set
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void playMusicFromSet(const std::string & musicSet, bool loop, bool fromStart) final;
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/// play random track from set (musicSet, entryID)
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void playMusicFromSet(const std::string & musicSet, const std::string & entryID, bool loop, bool fromStart) final;
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/// stops currently playing music by fading out it over fade_ms and starts next scheduled track, if any
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void stopMusic(int fade_ms) final;
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friend class MusicEntry;
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};
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